Abstract
With the rapid advance of technology, human interactions with virtual avatars in simulated social environments are becoming increasingly common. The aim of the current study was to examine users’ perception of social traits and emotions of “neutral,” expressionless avatars using an open-source collection. These avatars represented different ethnicities, genders, and occupations via visual features including skin tone, facial structure, and apparel. We hypothesized that the social evaluation of “neutral” avatars would be influenced by these visual features. In two online studies, we asked survey participants (N = 225) to identify and rate the social traits and determine the expressed emotion of avatars. Female avatars were rated more attractive, trustworthy, friendly, and less aggressive than male avatars. Black avatars were rated more attractive, friendly, and trustworthy in comparison to White avatars. Avatars in martial uniforms were rated as more aggressive and less friendly than avatars in non-martial uniforms. In turn, non-martial uniformed avatars were rated higher in trustworthiness and intelligence than avatars in martial uniforms and avatars without uniforms. These results suggest that users attribute social traits and emotions to “neutral” avatars. These findings have implications for the design of tasks and products that rely on the selection of avatars in virtual reality.
Introduction
With the ever-increasing popularity of virtual and augmented realities, avatars have become omnipresent in research, gaming, education, and therapies, offering diverse opportunities to engage with these virtual characters. There exist several high-quality, open-source libraries that offer a wide range of avatars to the developers of virtual reality (VR) applications (e.g., Microsoft’s Rocketbox Avatar Library). The avatars in the Rocketbox Avatar Library collection were designed to “represent generic humans for the use of research and game design” and are presented as “neutral,” given that they lack facial expressions. 1
However, social and affective evaluation involves much more than the detection of facial expressions. Ethnicity, age, gender, apparel, and other attributes or features can also impact one’s perceptions and evaluation of others.2–5 Therefore, even if avatars are presented with a “neutral” expression, it is unclear if users view them as truly neutral. Physical attributes, such as facial features, ethnicity, and body type, may be associated with certain cultural or social stereotypes and can play a role in shaping people’s perceptions of others.4,6 Further, apparel can signal a person’s occupation or status and can influence how the users judge the avatars. Uniforms, for example, may convey a sense of authority or professionalism. 7 Previous studies have found that users are able to accurately recognize the emotional expressions of human-like avatars in VR, similar to how they perceive human emotions in everyday life.8,9 Moreover, neuroimaging data indicate the recruitment of overlapping neural circuitry for processing human-like avatars and real humans. 7 Therefore, it is likely that social cognitive processes that lead to stereotyping and biases in the real world transfer into the virtual world.2,3,5
In daily life, we make fast judgments about the social traits and emotional states of others within seconds of an encounter. 10 Trait judgment, a fundamental aspect of social cognition, is the process of forming impressions based on observable behaviors, characteristics, and other available cues. Although these fast judgments can be adaptive, they can also lead to errors and stereotyping. 11
The aim of this study was to examine how social traits and emotions of “neutral” avatars are perceived by users. Past research has not systematically assessed perceived social traits and emotions of presumed “neutral” avatars. We hypothesized that the avatars’ gender, ethnicity, and apparel would influence how the users evaluate the social and affective features of these virtual agents.
Methods
Participants
A total of 225 participants (49.3% female; 45.3% male; 5.3% other) completed two anonymous online surveys between March and May 2023. The participants were split into two survey groups (survey 1, n = 115; survey 2, n = 110). Complete subject information can be found in Table 1.
Survey Participant Demographics
Procedure
Survey distribution
The REDCap tool was used to administer the two surveys. 12 The surveys were open to everyone residing in the United States over the age of 18. This study was granted an exempt status by the Vanderbilt University Institutional Review Board (IRB #222058).
The avatars included in the two surveys were matched for the appearance of age, gender, ethnic identity, and profession. Splitting the avatars into two surveys provided participants with a manageable number of avatars to evaluate. A full distribution of the avatars according to their perceived traits and demographics can be found in Table 2.
Perceived Demographic Features of the Avatars Presented in the Surveys
Avatar selection
A total of 115 avatars were acquired from Microsoft’s Rocketbox Avatar Library. 1 In the GitHub repository, the avatars were organized by age status, gender, and profession. Avatar ethnic and racial identities were not provided by Microsoft. The authors designated avatars into perceived ethnic and racial categories by majority consensus.
Downloaded avatars were distributed across the two surveys. They were categorized according to age status (adult, child), gender (male, female), perceived ethnic identity (White, Black), and apparel that indicated perceived professions (martial uniforms, non-martial uniforms, and non-uniforms).
Thirty-three avatars were excluded because their ethnic/racial identity was too ambiguous to discern, resulting in 82 avatars for the experiment (see Table 2).
Measures
General Demographics Questionnaire
The REDCap survey began with a general instruction about the survey and a set of basic questions about the participant (see Table 1).
Social Trait and Emotion Judgment Task
After completing the demographic questionnaire, instructions for the Social Trait and Emotion Judgment Task were presented on the computer screen. Each trial consisted of a picture of an avatar (see Figure 1) and questions about the perceived emotion and social traits associated with the avatar. All responses were collected via mouse clicks. The order of the presentation of the avatars was randomized.

Example of a trial. This figure illustrates an example of a trial via the online REDCap questionnaire. Participants are presented with questions asking them to judge the emotion, the intensity of the emotion, and the social traits of each avatar.
First, the participant was asked to select a word that most closely matched the emotion expressed by the avatar from seven choices (happy, surprised, sad, angry, disgusted, afraid, or no emotion). This task was included to decide the most probable emotion category associated with each avatar. Then, participants were asked to rate the intensity of the attributed emotion from the previous question on a 5-point scale, ranging from “very weak” to “very strong.” These emotions were selected based on Ekman’s theory of basic emotions.13,14
Next, participants were asked to evaluate the avatar on five social traits, which are commonly analyzed in social perception research: attractiveness, trustworthiness, friendliness, intelligence, and aggressiveness. 15 For each trait, the participant was asked to provide a rating on a 5-point scale from “not at all” to “very much.”
When all the questions were completed, participants proceeded to the next trial. Each trial featured a different avatar. Participants were able to change their responses within a trial by clicking a different selection. They were also able to return to previous trials and change their responses by clicking on the “Previous Page” button if they wished to. Participants completed all trials without a time limit.
Data analysis
We examined the effects of an avatar’s perceived gender, ethnicity, and apparel on social trait judgment ratings and emotion categories. Main effects of the avatar’s gender, ethnicity, and uniform and interactions were tested using analysis of variance. Tukey’s post hoc tests were also conducted. All analysis was conducted with JMP 17.0. The complete avatar ratings, along with images of each avatar included in the study can be found in Supplementary Data S1.
Results
Effects of avatar’s gender on ratings of social traits
There was a main effect of gender overall on social traits. Female avatars were rated more attractive (F1, 81 = 36.74, p < 0.01), trustworthy (F1, 81 = 5.67, p < 0.01), and friendly (F1, 81 = 7.54, p < 0.01) as well as less aggressive (F1, 81 = 8.50, p < 0.01) compared with male avatars.
Effects of avatars’ perceived ethnicity on ratings of social traits
There was a significant main effect of ethnicity on social trait judgments for attractiveness (F1, 81 = 6.38, p = 0.01), trustworthiness (F1, 81 = 10.74, p < 0.01), and friendliness (F1, 81 = 7.36, p < 0.01). Post hoc Tukey’s HSD tests indicated that Black avatars were viewed as more attractive (mean [M] = 2.52, standard deviation [SD] = 0.43) compared with White avatars (M = 2.19, SD = 0.46, p = 0.03). Black avatars were also viewed as more trustworthy (M = 2.78, SD = 0.35) compared with White avatars (M = 2.48, SD = 0.32, p < 0.01). Finally, Black avatars were viewed as more friendly (M = 2.64, SD = 0.35) compared with White avatars (M = 2.39, SD = 0.33, p = 0.02).
Effects of avatar’s attire on ratings of social traits
There were significant main effects of attire on social trait ratings for trustworthiness (F1, 81 = 10.33, p < 0.01), friendliness (F1, 81 = 5.76, p < 0.01), intelligence (F1, 81 = 9.48, p < 0.01), and aggression (F1, 81 = 28.57, p < 0.01). Tukey’s HSD tests indicate that trustworthiness ratings were higher in avatars in non-martial uniforms (M = 2.80, SD = 0.44) than in avatars without a uniform (M = 2.42, SD = 0.23, p < 0.01). Friendliness rating was lower in avatars in martial uniforms (M = 2.19, SD = 0.32) than in both avatars in non-martial uniforms (M = 2.58, SD = 0.39, p < 0.01) and in avatars without a uniform (M = 2.45, SD = 0.29, p = 0.03). Intelligence ratings were higher in avatars in non-martial uniforms (M = 3.13, SD = 0.45) than in avatars without a uniform (M = 2.73, SD = 0.32, p < 0.01). Aggression ratings were higher in avatars in martial uniforms (M = 2.35, SD = 0.41) than in both avatars in non-martial uniforms (M = 1.63, SD = 0.38, p < 0.01) and in avatars without a uniform (M = 1.62, SE = 0.24, p < 0.01).
There was a gender-by-uniform status interaction for ratings of aggression (F1, 81 = 6.63, p < 0.01), such that the martial uniform female avatars were perceived as more aggressive than their non-martial and non-uniformed counterparts (t = −3.62, p < 0.01). There were no other gender-by-uniform interaction effects.
Effects of avatar’s gender on emotion categories
There were no significant effects of gender.
Effects of avatars’ perceived ethnicity on emotion categories
There were no significant effects of ethnicity on any of the emotion categories.
Effects of avatar’s attire on emotion categories
There was a main effect of attire on the number of avatars viewed as afraid (F1, 81 = 6.12, p < 0.01) and on the number of avatars with no emotion (F1, 81 = 5.49, p < 0.01). Post hoc Tukey’s HSD tests indicated that avatars without a uniform tended to be classified as afraid (M = 7.83, SD = 7.14) compared with avatars in both martial uniforms (M = 2.84, SD = 3.28, p = 0.02) and non-martial uniforms (M = 3.47, SD = 3.23, p = 0.01). Avatars in a martial uniform were more often thought to be expressing “no emotion” (M = 76.38, SD = 19.01) than avatars without a uniform (M = 59.83, SD = 15.31, p < 0.01).
For a detailed review of the results, refer to Tables 3 and 4.
Participant Ratings of Social Traits Attributed to the Avatars in Relation to Their Perceived Gender, Ethnicity, and Apparel
The social trait values represent the means (M) and standard deviations (SD) of ratings on a 5-point Likert scale, with participants rating all presented traits for each avatar. The (*) symbol denotes a statistically significant finding.
Number of Avatars Associated with Specific Categories of Emotions with Respect to Their Perceived Demographic Characteristics
The values for emotional expressions represent the M and SD for the number of avatars of each category selected with each expression, with participants able to select only one expression per avatar. For example, mean of 7.66 male avatars were judged to be “happy” by the survey participants. In contrast, mean of 65.62 male avatars were judged to be expressing no emotions by the survey participants. The (*) symbol denotes a statistically significant finding.
Discussion
This study aimed to examine whether the avatars available through Microsoft’s Rocketbox Avatar Library, which were designed to be neutral, were truly perceived as neutral by users. We examined the responses of 225 anonymous participants to 82 avatars of different genders, ethnicities, and apparel. Overall, we found that participants did perceive these avatars to be neutral. However, our hypothesis was confirmed in that avatars’ gender, ethnicity, and apparel did influence how users evaluated their social and affective features.
Specifically, we found that females were rated higher on more positive traits, such as attractiveness, trustworthiness, and friendliness, and lower on aggression. This is consistent with previous research on sex differences in the perception of social traits in humans.16–19
Additionally, we found that Black avatars were perceived more positively by participants, particularly in their attractiveness, friendliness, and trustworthiness. This is notable given that the majority of the participants identified as White. These findings deviate from the well-documented phenomena of in-group favoritism and cross-race effect.20,21
Lastly, we found that avatars in uniforms were viewed as more trustworthy, intelligent, and aggressive. This is consistent with prior findings that uniforms are associated with authority, expertise, and competence.22,23 Those in non-martial uniforms were found to be more trustworthy, intelligent, and friendly as well as less aggressive than those in martial uniforms and those without uniforms.5,22,23
This study supports the findings that humans generally perceive the emotions of virtual avatars as similar to real-world emotions.8,9 Our findings suggest that potential biases and stereotyping from the real world carry over into VR.2,3,5
Our study is one of the first to use Likert-like scales to rate perceived emotion and social traits of “neutral” avatars. Our work challenges this assumption by considering that avatars may inherently possess emotional biases that influence user perceptions and interactions, regardless of this overlaying of additional emotional information. This implies that game designers and researchers need to consider these inherent biases when creating and studying avatars, as the utilization of avatars will extend beyond mere novelty and entertainment, encompassing an expansive array of applications (e.g., therapeutic interventions, digital spaces for community meetings, online shopping, educational modules).
There are limitations. First, the majority of the participants who participated in the study were White. Further, most avatars in the study were also White. A larger selection of ethnically diverse avatars in different apparel would be important for a comprehensive investigation of emotion perception and social trait judgment in the future. Additionally, it would be helpful to directly address individual differences in social cognition and exposure to avatars. Finally, in our surveys, avatars were presented as a 2D picture, rather than in 3D as they would appear in VR settings. Therefore, certain attributes such as height, weight, age, and posture were not included in the analysis. Future research should build upon the results of the current study to better understand the social and affective cues that are embedded in the visual features of these avatars. It is also important to acknowledge potential individual differences in the emotion and social cue perception capacity of the users in order to elucidate the interaction between the avatars’ visual features and participants’ social perception abilities. Given these potential confounds, it would be ideal to utilize validated and standardized emotion and social perception scales to document how these avatars are perceived by the users.
The significance of this study lies not only in unraveling the intricate interplay between design intentions and perceptual outcomes but also in highlighting the implications of “neutral” virtual representations. The impact of avatars shapes the lens through which we perceive and attribute traits and emotions to both the tangible and virtual worlds.
Footnotes
Authors’ Contributions
K.S.R.: Conceptualization (equal), methodology (equal), validation (equal), formal analysis (equal), investigation (equal), resources (equal), data curation (equal), writing—original draft (equal), visualization (equal), project administration (equal). M.S.: Conceptualization (equal), methodology (equal), validation (equal), formal analysis (equal), investigation (equal), resources (equal), data curation (equal), writing-original draft (equal), visualization (equal), project administration (equal). H.-S.L.: Conceptualization (equal), methodology (equal), formal analysis (equal), data curation (equal), writing—review and editing (equal), visualization (equal). O.J.: Formal analysis (equal), data curation (supporting), writing—original draft (equal), visualization (supporting). M.L.: Data curation (supporting), visualization (supporting), writing—review and editing (supporting). B.K.: Data curation (supporting), visualization (supporting), writing—review and editing (supporting). R.B.: Software (lead), writing—review and editing (equal). S.P.: Conceptualization (equal), methodology (lead), writing—review and editing (equal), supervision (lead), funding acquisition (lead).
Author Disclosure Statement
The authors declare that there are no conflicts of interest regarding the publication of this article.
Funding Information
Grant number MH128967.
References
Supplementary Material
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